Transport Belt Reskin Functions
The following are a series of data-stage global functions that can be called by other mods to return tinted graphics sets and create and apply tinted transport belt remnants.
Transport belt icons
Returns a complete icons
definition (Types/IconData)
. Call by assignment to a variable, for example:
data.raw["transport-belt"][your_transport_belt_name].icons = prismatic_belts.transport_belt_icon(tint)
prismatic_belts.transport_belt_icon(tint)
tint Types/Color; color to tint the icon
Transport belt animation set
Returns a complete Prototype/TransportBelt#belt_animation_set
definition. Call by assignment to a variable, for example:
data.raw["transport-belt"][your_transport_belt_name].belt_animation_set = prismatic_belts.transport_belt_animation_set(inputs)
prismatic_belts.transport_belt_animation_set(inputs)
inputs Table; contains some or all of the following parameters:
> base_tint Types/Color; color to tint the base sprite (gears, rails). Optional.
> mask_tint Types/Color; color to tint the mask sprite (belt surface, arrows). Recommended.
> brighten_arrows Boolean; use when the arrows on the belt for a given tint are darker than you would like.
> variant Integer (1|2); controls which sprite sheet to use (1 for slower, 2 for faster)
Transport belt remnants
Reskins existing remnants, or if no remnants are found, will create and appropriately assign remnants. Call directly without assignment.
prismatic_belts.create_remnant(name, inputs)
name String; prototype name of the transport belt entity
inputs Table; contains some or all of the following parameters:
> base_tint Types/Color; color to tint the base sprite (gears, rails). Optional.
> mask_tint Types/Color; color to tint the mask sprite (belt surface, arrows). Recommended.
> brighten_arrows Boolean; use when the arrows on the belt for a given tint are darker than you would like.